Encounter battle has been added to the following map: Mines, Lakeville, Redshire.

New birds have been added to Ruinberg and Lakeville

Improved after-battle statistics

Reworked the list of WoT achievements on login screen

Removed
the following inscriptions: "Popeye", "Mickey Mouse", "Betty Boop". All
players with these inscriptions will receive compensation corresponding
to the method of purchase (credit or gold) and time remaining (in case
of inscriptions purchased for credits)

Small improvements of special battle's screen (display of nation, type or Tier limitations)

For heavy tanks of more than 70 tons added super-heavy spall liner with additional absorption coefficient of 50%

All spall liners on vehicles with weight above 70 tons were dismounted, moved to depot and changed to ‘Super-Heavy spall liners’

New rules of how HEAT shells work:

HEAT shells will start to ricochet if the impact
angle equals or is greater than 80 degrees. (please note that every
shell can have slightly different settings). The armor penetration after
ricochet will remain the same.

After successful
penetration, a HEAT shell cannot ricochet inside the tank (as the shell
is transformed into a continuous stream.)

After successful
penetration, the HEAT shell will lose 5% of armor penetration value for
each 10cm of travelling distance (50% for 1 meter travelled between the
spaced armor surface and armor)

After successful
penetration, the force with which the HEAT shell continues to travel
through the armor will lose penetration value equal to the amount of
armor hit and will take into account the angle of impact between the
armor and penetration spot.

Suspension now also counts as spaced armor

Changed mechanism of camouflage calculation when using camouflage pattern and camouflage net:

From now on, the values for vehicles with camo
patterns and camo net will be cumulative. This means that now the
camouflage net and camouflage pattern will provide fixed bonuses which
will only differ based on the class of the vehicle (for example, TD's
will receive the highest bonus)

This means that the camouflage net and camouflage will give a significant camouflage bonus even for big turrets.

To
avoid side-effects of having nearly invisible TD's, it was decided to
decrease the overall camouflage bonuses provided by bushes and fallen
trees by 20%.

Increased income for high tier tanks (the full list of changes will be available later in a special appendix):

For tier 10 vehicles (except for SPGs) income increased in average by 10%.

For tier 9, 8, 7, 6 vehicles (except SPGs) income also increased but not as much as for tier 10 vehicles.

The area in SPGs aiming mode, where tracer of non-spotted SPGs is being shown, has been reduced.

Changed
the mechanism of shot accuracy calculation. Now amount of shells
falling on side of the aiming circle will decrease by 20%. Shells will
fly more accurately and closer to the aim center.

Changed
the mechanism of calculating damage and penetration. The extreme numbers
will be seen 5% less, while the average amounts will be seen more often

Removed
decreasing coefficients of XP received from dealing damage with TD or
SPG. TD’s will receive 33% more XP from damage, while SPG owners will
notice 50% boost in the same parameter.

Added ‘assist’ bonus
for tracking enemy: if you track an enemy and allies deal damage to it,
or even destroy it while it’s still tracked, you will receive an XP
bonus. Mechanism will work similarly to the one applied currently for
damage on spotted vehicles.

Shell normalization of all ACPR and ARCP shells decreased from 5 to 2 degrees

Mechanism,
which allows to determine what bonuses (XP, credits, frags count) will
be received for damaging or killing tanks using physics (pushing to
water or from the cliffs etc.) and by whom, was added

Added a
new camera mode, which swings slightly when firing or getting shot and
adding a compensation mode for vehicles moving in Sniper mode (can be
enabled in setting by selecting ‘Use dynamic camera’ option)

Rebalanced
Tank Company requirements for different types of tanks. Now all
‘divisions’ will have same requirements for Medium and Heavy tanks, TD’s
and SPG’s: Junior – Tier IV, Medium – Tier VI, Champion – Tier VIII,
Absolute – Tier X. Limitations for light tanks will still be in place

If
a player gets banned for teamkilling, he’s now immediately kicked out
of a current battle, rather than waiting for the battle to finish first
and being banned after

Rebalancing:

Elevation and depression angles of Matilda Black Prince have been increased.

Balance changes have been made on map ‘Fjords’. Also one-storey wooden houses can be now destroyed.

Balance changes have been made to the “assault” game mode on Westfield.

‘Widepark’ map is now only available for random battles of Tier IV, V and VI

Full rebalance of SPGs was made (full list will be available closer to the update)

Overall velocity of SPGs’ shells decreased (10-15% for regular guns and 50% for short ‘mortar’ guns)

Rebalance of income values for most vehicles (the full list of changes will be available later in a special appendix)

Rebalancing of premium shells has been performed (the full list of changes will be available later in a special appendix):

Price adjustments have been performed according to
the efficiency value, which was calculated for each type of shells
minding its penetration value and damage.

The price for some APCR/ACRP shells has been increased and for some of them reduced.

The
price for almost all HEAT shells has been increased because they turned
out to be cheaper despite the same efficiency as for APCR/ACRP shells.

Almost all premium HEAT shells remain without any changes except for some HE shell types.

Rebalancing of HE shells has been performed (the full list of changes will be available later in a special appendix):

Increased distance of other tank sounds to add ‘Doppler effect’ to increase reality of two vehicles moving side-by-side

Increased variety of tank hit sounds

Changed sound of tank destruction

Added 3D parameter. All players, who have 5.1 multimedia-systems, will experience a greater level of realism in the game.

Technical Improvements:

Reworked mechanism of informing about the lack of memory

Added
an automatic quality regulation system of tuning special effect
depending on resources usage and system performance, which will reduce
quality of effects (explosions, smokes and fire) automatically if fps
drop is detected

Made some improvements and corrections to
the mechanism displaying dynamic shadows. This leads to an overall
improvement of the shadow quality with fewer artifacts.

Fixes:

Corrections have been made to names of French tanks and their modules.

Fixed the low turning speed of some vehicles on bridges

Added small corrections to battle and video tutorials

Fixed wrong effects displaying when destroying some objects

Fixed discrepancy between actually damaged parts and the resulting visual damage models of the affected buildings and objects

Fixed damage models of small ambient objects

Fixed errors and improved display of dynamic shades

Partly fixed issue of NVIDIA 309 and newer drivers conflict with WoT client which sometimes could result in a crash